/************************************************************************

								Heroes IV
					  Copyright 2000, The 3DO Company

	------------------------------------------------------------------
  						 combat_creature_ai_data.h

	$Header: /heroes4/combat_creature_ai_data.h $

	$NoKeywords: $

 ************************************************************************/

#if !defined( COMBAT_CREATURE_AI_DATA_H_INCLUDED )
#define COMBAT_CREATURE_AI_DATA_H_INCLUDED

#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000

#include "owned_ptr.h"

// data for the combat ai
struct t_combat_creature_ai_data
{
	t_combat_creature*					closest_melee_target;
	bool								closest_melee_target_valid;
	// maximum amount of base damage that it is valuable for this creature to do,
	// both melee and ranged
	int									damage_done_limit[2]; 
	// maximum amount of damage this creature will receive, both melee and ranged
	int									damage_taken_limit[2];
	bool								do_not_wait;
	int									expected_losses; // at the end of combat, in creatures
	int									first_casualty_turn;
	int									lifespan;
	double								melee_value_per_hit;
	t_owned_ptr<t_combat_path_finder>	path_finder[2];
	double								ranged_value_per_hit;
	double								spellcasting_value_per_hit;
	double								tactics_value_per_hit;
	double								threat_type_weight[2];
	double								value_per_hit;

	t_combat_creature_ai_data();
	void clear();
};

#endif 